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Showing results for tags 'crucifixion'.
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Commonwealth Captives View File Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements. Mod Features Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth. You can find them crucified, strapped to metal frames, lashed to torture devices, or bound on their knees. Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements. The mod works with devices from Torture Devices, Prisoner Shackles, CRX - Workshop Crosses, and ZaZOut4. These devices are not included in this mod, so you will want to install those mods if you don't already have them. The mod uses its own lists of unique settler NPCs. It does not modify vanilla NPCs or settler leveled lists, so it is compatible with mods that add new settlers like Better Settlers, Lots More Settlers and Enemies, etc. The settlers do not include their own meshes or textures, so they will use whatever body mesh and skin textures you have installed. All dialogue is fully voiced, using vanilla player and settler lines. Dynamic Placement Commonwealth Captives makes no edits to any vanilla records, including cell records. This means no mod conflicts and no broken precombines. The mod detects when you approach Raider camps and Super Mutant lairs and dynamically places captives near the inhabitants. The chance of captives appearing is controllable via the MCM. Captives you do not set free, or ones that you set free and then dismiss, will be de-spawned when you travel far enough away from them. The only captives who persist in the game world are those who are traveling with you, and ones that you have recruited to settlements. This means no save bloat and no crowds of NPCs to cause performance issues. If there isn't enough room in a particular spot for large contraptions, prisoners will simply be found tied up and kneeling. Not every enemy lair will have captives, and captives won't appear in the same place or with the same restraints, adding variety and unpredictability to the encounters. And because it is dynamic and based on factions, the mods also works with new Raider and Super Mutant camps added by mods. Commonwealth Captives can optionally place Captives on devices placed in the world by other mods, such as Up To No Good. If this option is enabled, the mod will look for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, Commonwealth Captives will place Captives on its own devices. Playing the mod Everything is driven by dialogue. When you first talk to a captive, the Set free and Let's go options let you free them from their bondage. The None of my business and I'll be back options exit the conversation, much to the captive's dismay. You can talk to them again if you decide to free them later. Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints. Once the captive is free, they will follow you, sneak when you sneak, and fight enemies. You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them. If you give your captives new armor or clothing, they will continue to wear it if you send them to a settlement. If you didn't give them a new outfit, they will pick one up on their way to their new home. Configuration The MCM options are: Enable Mod - allows you to enable or disable the mod. Disabling the mod will only prevent new captives from spawning, it will not affect existing freed captives or ones who have been turned into settlers. Chance of first captive - determines the chance that there is at least one captive in a location Chance of additional captives - the mod scans the location for additional enemies, and this setting controls the chance that a captive will spawn near each enemy Chance captive is male - just like it sounds Animation duration - sets the duration of animations when you ask a captive you have freed to return the favor Protection Level - determines whether Captives are Protected, Essential, or have no protection and can be killed by anyone You can also enable or disable the use of any of the supported restraint mods that are installed, as well as devices placed by other mods. Requirements AAF is a hard requirement, the mod will not work without it. Mod Configuration Menu is required if you want to configure the mod. At least one of the following is highly recommended. The mod is really intended to work with all of them, as this will give you the most variety of devices: Torture Devices CRX - Workshop Crosses Prisoner Shackles ZaZOut 4 Repack - Install the version at this link, not the original. Version ZaZOut4 [REPACK] V0.0.3.3 or later is required. Credits and Thanks RayV12 for settlers from Rez's Settler Makeover veter75n for settlers from The new settlers a plus Overhaul vanilla @ZaZ for ZAP bondage ropes I converted from Skyrim, and for making ZaZOut4 @Oakern for making CRX - Workshop Crosses @Vader666 for making TortureDevices mlucke for making Prisoner Shackles @Gothuska for multiple translations of the mod Permissions This mod is only to be hosted on LoversLab and only under my account. You may not publish a fork or port of this mod, or a mod that uses this mod's code to reproduce substantial portions of its features or functionality, without my explicit permission. You may not publish patches for this mod that include any of this mod's code or modify its plugin without my explicit permission. You may not use any code from this mod in a closed-source project, a paywalled project, or a project offered for sale. You may publish translations of this mod, provided the translation is a patch that only replaces or modifies the portions of the mod required to make the translation. Your translation patch must indicate the version(s) of the mod that it applies to, and it must be hosted exclusively on LoversLab. You may use code from this mod in your own projects as long as you publish the source of your project, you allow others to use your code in a similar fashion, and you give credit where it is due. Any patches, forks, translations, etc, of this mod that were published before August 21, 2023 are assumed to be in compliance with these permissions. Submitter EgoBallistic Submitted 10/06/2020 Category Other Requires AAF, Torture Devices, CRX, Prisoner Shackles
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CRX - workshop crosses View File About This File CRXXX - New and redesigned version of CRX mod. This mod adds crosses and other restraining workshop furniture. All items are under Furniture->CRXXX workshop menu. Important Mod is in the BETA version. Always save the game before using any furniture from this mod. Save very often and keep many previous saves as unexpected errors breaking the game may happen occasionally! What's new in version 2.1 BETA Player can use any CRXXX furniture as guard or slave New furniture - Rack - in 2 different versions with 2 different poses added Fixed issue with pose markers nor appearing in workshop mode Wounds overlays fixed/added for Male characters What's new in version 2.0 BETA Furniture mechanics have been completely redesigned and rewritten to avoid issues from the previous versions. Furniture use animation events instead of timers to update animations and state. All animations have been re-done to be more realistic, lot of new poses/animations added. Dead actors remain on the furniture until removed by the player. New furniture - Slave Post added - I recommend trying it! Blood decals applied via overlays which eliminates issues with previous mechanics. Lot of useful options added to the furniture: "release actor" ensures actor is unassigned from the furniture correctly - I recommend always using it to release the actor! "move to furniture" moves actor right to the furniture. Additional information Mod is in the BETA version so there are still a lot of things to add. All new furniture names are prefixed with [CRXXX] Furniture from CRX 1 were left for the compatibility and can be found under CRX 1.0 (OLD) workshop menu entry. Player can't use any CRXXX furniture in BEAT version. Player can use any CRXXX furniture as guard or slave Crosses from CRX 1 can be updated to CRXXX via configuration menu option. CRXXX crosses don't have poses with ropes in BETA version. Actor assigned to CRXXX furniture stands idle until pose is selected via configuration menu. Dependencies Mod is integrated with MCM and F4SE however these are not mandatory. If not installed mod won't use some features and can't be configured. Installation Vortex: Drag and drop RAR Archive to downloads area and install. Manual: Extract and copy content of RAR Archive into Fallout 4 Data folder. Uninstallation Before uninstalling mod CRX workshop menu must be removed: Open MCM and go to CRX configuration Select "Remove workshop menu entry" option from Mod Management section Optionally remove any CRX furniture placed, however it is not required Save game and quit Uninstall mod manually or using mod manager Continue game from previous save Upgrading from previous versions Uninstall previous version and remove all the files before installing version 2.0 Permissions Modifying this mod in any way without my permission is prohibited. Redistribution of this mod or making any patches for this mod without permission is prohibited. If you want to make a patch for this mod or use it in your own mod please ask me for permission first. Credits Big thanks to kadsend for creating wound overlays for Male characters! Different mods changing characters appearance have been used to create screenshots. Thanks to the authors for their work! Submitter Oakern Submitted 11/21/2016 Category Other Requires
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Version 1.11
216,733 downloads
Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements. Mod Features Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth. You can find them crucified, strapped to metal frames, lashed to torture devices, or bound on their knees. Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements. The mod works with devices from Torture Devices, Prisoner Shackles, CRX - Workshop Crosses, and ZaZOut4. These devices are not included in this mod, so you will want to install those mods if you don't already have them. The mod uses its own lists of unique settler NPCs. It does not modify vanilla NPCs or settler leveled lists, so it is compatible with mods that add new settlers like Better Settlers, Lots More Settlers and Enemies, etc. The settlers do not include their own meshes or textures, so they will use whatever body mesh and skin textures you have installed. All dialogue is fully voiced, using vanilla player and settler lines. Dynamic Placement Commonwealth Captives makes no edits to any vanilla records, including cell records. This means no mod conflicts and no broken precombines. The mod detects when you approach Raider camps and Super Mutant lairs and dynamically places captives near the inhabitants. The chance of captives appearing is controllable via the MCM. Captives you do not set free, or ones that you set free and then dismiss, will be de-spawned when you travel far enough away from them. The only captives who persist in the game world are those who are traveling with you, and ones that you have recruited to settlements. This means no save bloat and no crowds of NPCs to cause performance issues. If there isn't enough room in a particular spot for large contraptions, prisoners will simply be found tied up and kneeling. Not every enemy lair will have captives, and captives won't appear in the same place or with the same restraints, adding variety and unpredictability to the encounters. And because it is dynamic and based on factions, the mods also works with new Raider and Super Mutant camps added by mods. Commonwealth Captives can optionally place Captives on devices placed in the world by other mods, such as Up To No Good. If this option is enabled, the mod will look for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, Commonwealth Captives will place Captives on its own devices. Playing the mod Everything is driven by dialogue. When you first talk to a captive, the Set free and Let's go options let you free them from their bondage. The None of my business and I'll be back options exit the conversation, much to the captive's dismay. You can talk to them again if you decide to free them later. Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints. Once the captive is free, they will follow you, sneak when you sneak, and fight enemies. You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them. If you give your captives new armor or clothing, they will continue to wear it if you send them to a settlement. If you didn't give them a new outfit, they will pick one up on their way to their new home. Configuration The MCM options are: Enable Mod - allows you to enable or disable the mod. Disabling the mod will only prevent new captives from spawning, it will not affect existing freed captives or ones who have been turned into settlers. Chance of first captive - determines the chance that there is at least one captive in a location Chance of additional captives - the mod scans the location for additional enemies, and this setting controls the chance that a captive will spawn near each enemy Chance captive is male - just like it sounds Animation duration - sets the duration of animations when you ask a captive you have freed to return the favor Protection Level - determines whether Captives are Protected, Essential, or have no protection and can be killed by anyone You can also enable or disable the use of any of the supported restraint mods that are installed, as well as devices placed by other mods. Requirements AAF is a hard requirement, the mod will not work without it. Mod Configuration Menu is required if you want to configure the mod. At least one of the following is highly recommended. The mod is really intended to work with all of them, as this will give you the most variety of devices: Torture Devices CRX - Workshop Crosses Prisoner Shackles ZaZOut 4 Repack - Install the version at this link, not the original. Version ZaZOut4 [REPACK] V0.0.3.3 or later is required. Credits and Thanks RayV12 for settlers from Rez's Settler Makeover veter75n for settlers from The new settlers a plus Overhaul vanilla @ZaZ for ZAP bondage ropes I converted from Skyrim, and for making ZaZOut4 @Oakern for making CRX - Workshop Crosses @Vader666 for making TortureDevices mlucke for making Prisoner Shackles @Gothuska for multiple translations of the mod Permissions This mod is only to be hosted on LoversLab and only under my account. You may not publish a fork or port of this mod, or a mod that uses this mod's code to reproduce substantial portions of its features or functionality, without my explicit permission. You may not publish patches for this mod that include any of this mod's code or modify its plugin without my explicit permission. You may not use any code from this mod in a closed-source project, a paywalled project, or a project offered for sale. You may publish translations of this mod, provided the translation is a patch that only replaces or modifies the portions of the mod required to make the translation. Your translation patch must indicate the version(s) of the mod that it applies to, and it must be hosted exclusively on LoversLab. You may use code from this mod in your own projects as long as you publish the source of your project, you allow others to use your code in a similar fashion, and you give credit where it is due. Any patches, forks, translations, etc, of this mod that were published before August 21, 2023 are assumed to be in compliance with these permissions. -
Pama´s Permanent Crucifixes View File Pama´s Permanent Crucifixes I present to you the Skyrim Version of little something we have already seen in Fallout new Vegas, but better and more complete than Bethesda has ever intended: Actual Crucifixion! Looking for a new way to get rid of Lydia? Want a constant reminder that you got rid of her? Want to decorate your Front yard with a few meat-shields? Then this mod is for You! What does this Mod? It Lets you construct crucifixes anywhere in the World via Spell. Any NPC who gets on the Cross will remain there indefinitely. Even If you Leave the Area. If you leave them on the Crux for too long, they will die. (duh...) And again, the Bodies will remain on the Cruxes forever. no matter where you go in the World or how long you are away. (unless you remove them manually) Unlimited number of Victims throughout the World. Works on Essential actors and even on non-persistent actors like generic Bandits. This is for NPC´s only! the Player Character cannot enter this Cross, and i have no intention to add this feature. (I mean, its not an especially spectacular way to die.) Requirements: - For Legendary Edition: - Zap8: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/ - Papyrus Extender: https://www.nexusmods.com/skyrim/mods/95017 - For Special Edition - Zap8: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ - Papyrus Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 Limitations/Issues -Its sometimes possible that live-victims are not properly aligned with their crosses. I have implemented two different functions to counter this issue, but it can still happen occasionally. -While the TOTAL Number of victims in the World is unlimited, you can only have 5 VICTIMS PER CELL. more than that can cause game instability. Troubleshooting: This mod contains a Diagnosis Function for the User. If you Encounter an Error, please run the Diagnosis on the Malfunctioning Cross and include the Output in your report. How to Use It: If you want to vote on what Project I should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://subscribestar.adult/pamatronic or https://www.patreon.com/Pamatronic Special Thanks/Credits -t.ara For the Cross and the Animation. -CeBlue123 and SAC For their testing and Feedback -All my other Patrons which provided me with the motivation to complete this. Permissions -NOT FOR COMMERCIAL STUFF !! If you Want to make money, use your own work ! -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. If you can do that, you don't need my expressed permission. Submitter Pamatronic Submitted 01/22/2021 Category Other Requires ZAP8, PowerofThree´s Papyrus Extender, SKSE Special Edition Compatible Yes
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Version 2.1beta
175,000 downloads
CRXXX - New and redesigned version of CRX mod. This mod adds crosses and other restraining workshop furniture. All items are under Furniture->CRXXX workshop menu. Important Mod is in the BETA version. Always save the game before using any furniture from this mod. Save very often and keep many previous saves as unexpected errors breaking the game may happen occasionally! What's new in version 2.1 BETA Player can use any CRXXX furniture as guard or slave New furniture - Rack - in 2 different versions with 2 different poses added Fixed issue with pose markers nor appearing in workshop mode Wounds overlays fixed/added for Male characters What's new in version 2.0 BETA Furniture mechanics have been completely redesigned and rewritten to avoid issues from the previous versions. Furniture use animation events instead of timers to update animations and state. All animations have been re-done to be more realistic, lot of new poses/animations added. Dead actors remain on the furniture until removed by the player. New furniture - Slave Post added - I recommend trying it! Blood decals applied via overlays which eliminates issues with previous mechanics. Lot of useful options added to the furniture: "release actor" ensures actor is unassigned from the furniture correctly - I recommend always using it to release the actor! "move to furniture" moves actor right to the furniture. Additional information Mod is in the BETA version so there are still a lot of things to add. All new furniture names are prefixed with [CRXXX] Furniture from CRX 1 were left for the compatibility and can be found under CRX 1.0 (OLD) workshop menu entry. Player can't use any CRXXX furniture in BEAT version. Player can use any CRXXX furniture as guard or slave Crosses from CRX 1 can be updated to CRXXX via configuration menu option. CRXXX crosses don't have poses with ropes in BETA version. Actor assigned to CRXXX furniture stands idle until pose is selected via configuration menu. Dependencies Mod is integrated with MCM and F4SE however these are not mandatory. If not installed mod won't use some features and can't be configured. Installation Vortex: Drag and drop RAR Archive to downloads area and install. Manual: Extract and copy content of RAR Archive into Fallout 4 Data folder. Uninstallation Before uninstalling mod CRX workshop menu must be removed: Open MCM and go to CRX configuration Select "Remove workshop menu entry" option from Mod Management section Optionally remove any CRX furniture placed, however it is not required Save game and quit Uninstall mod manually or using mod manager Continue game from previous save Upgrading from previous versions Uninstall previous version and remove all the files before installing version 2.0 Permissions Modifying this mod in any way without my permission is prohibited. Redistribution of this mod or making any patches for this mod without permission is prohibited. If you want to make a patch for this mod or use it in your own mod please ask me for permission first. Credits Big thanks to kadsend for creating wound overlays for Male characters! Different mods changing characters appearance have been used to create screenshots. Thanks to the authors for their work! -
ahoy gang! i love mods that add 'bad ends' and executions for the player, there are a good amount of beheading and hanging mods but i'm wondering if anyone knows of mods that add the possibility for the player to be crucified! the one and only mod that i've came across so far is "Things in the Dark" which has an encounter were you come across a girl about to be crucified and you can attempt to stop the execution and end up getting crucified yourself, fantastic mod! does anyone know of any other mods were the player can end up getting crucified? thanks!
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Version 1.0.0
6,188 downloads
This add-on modifies the CRX restraints in order to keep the dead bodies crucified on their crosses. Note: the entire point of this add-on is to get serious about crucifying NPCs and leaving them to their fate (or killing them yourself). There is no point in installing this add-on if you just want some harmless bondage play. To install: 1. install CRX 1.7 by @Oakern 2. download this add-on and overwrite with the included files (meshes, scripts, esp) Changes to the original mod: - the dead bodies will stay crucified (hopefully across re-loads as well) - replaced ropes with spikes in all configurations - for each cross type, there are two variants: "spikes feet" and "ropes feet" - in fact, both variants will place spikes, but with slightly different dead body positions (for now, CR01 and CR05 have identical restraints between sp_feet and ro_feet - WIP) - eliminated some logical constraints from the original script - select "add/keep all spikes" / "add/keep all ropes", and you're done, it will now disregard the initial configuration - CR01 features a Skyrim model, instead of the original cross - upon expiring, the crucified victims will spasm a few times - both for "artistic impression", and to stabilize their position in the restraints Requirements: - CRX 1.7 - Dead body collision Screenshots: to illustrate the available variants for CR01, 02, 03 and 05 Future plans: - different variants for CR01 and CR05 sp_feet / ro_feet - further tweaks to positioning Possible bugs and issues: - CR01 (Skyrim) cross may feature spikes with purple or invisible textures - let me know if that's the case, the intention was to replace the steel texture with a rusty one - various positioning issues - let me know if they occur immediately after the victim expires, or after a re-load - you need to delete the restraints (select the restraint in console, then disable; mark for delete) in order to re-use an already used cross Original credits, and thanks, to @Oakern, author of CRX Permissions: as per Oakern's terms -
Version 2.0
11,653 downloads
Pama´s Permanent Crucifixes I present to you the Skyrim Version of little something we have already seen in Fallout new Vegas, but better and more complete than Bethesda has ever intended: Actual Crucifixion! Looking for a new way to get rid of Lydia? Want a constant reminder that you got rid of her? Want to decorate your Front yard with a few meat-shields? Then this mod is for You! What does this Mod? It Lets you construct crucifixes anywhere in the World via Spell. Any NPC who gets on the Cross will remain there indefinitely. Even If you Leave the Area. If you leave them on the Crux for too long, they will die. (duh...) And again, the Bodies will remain on the Cruxes forever. no matter where you go in the World or how long you are away. (unless you remove them manually) Unlimited number of Victims throughout the World. Works on Essential actors and even on non-persistent actors like generic Bandits. This is for NPC´s only! the Player Character cannot enter this Cross, and i have no intention to add this feature. (I mean, its not an especially spectacular way to die.) Requirements: - For Legendary Edition: - Zap8: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/ - Papyrus Extender: https://www.nexusmods.com/skyrim/mods/95017 - For Special Edition - Zap8: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ - Papyrus Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854 Limitations/Issues -Its sometimes possible that live-victims are not properly aligned with their crosses. I have implemented two different functions to counter this issue, but it can still happen occasionally. -While the TOTAL Number of victims in the World is unlimited, you can only have 5 VICTIMS PER CELL. more than that can cause game instability. Troubleshooting: This mod contains a Diagnosis Function for the User. If you Encounter an Error, please run the Diagnosis on the Malfunctioning Cross and include the Output in your report. How to Use It: If you want to vote on what Project I should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://subscribestar.adult/pamatronic Special Thanks/Credits -t.ara For the Cross and the Animation. -CeBlue123 and SAC For their testing and Feedback -All my other Patrons which provided me with the motivation to complete this. Permissions -NOT FOR COMMERCIAL STUFF !! If you Want to make money, use your own work ! -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. If you can do that, you don't need my expressed permission. -
View File This add-on modifies the CRX restraints in order to keep the dead bodies crucified on their crosses. Note: the entire point of this add-on is to get serious about crucifying NPCs and leaving them to their fate (or killing them yourself). There is no point in installing this add-on if you just want some harmless bondage play. To install: 1. install CRX 1.7 by @Oakern 2. download this add-on and overwrite with the included files (meshes, scripts, esp) Changes to the original mod: - the dead bodies will stay crucified (hopefully across re-loads as well) - replaced ropes with spikes in all configurations - for each cross type, there are two variants: "spikes feet" and "ropes feet" - in fact, both variants will place spikes, but with slightly different dead body positions (for now, CR01 and CR05 have identical restraints between sp_feet and ro_feet - WIP) - eliminated some logical constraints from the original script - select "add/keep all spikes" / "add/keep all ropes", and you're done, it will now disregard the initial configuration - CR01 features a Skyrim model, instead of the original cross - upon expiring, the crucified victims will spasm a few times - both for "artistic impression", and to stabilize their position in the restraints Requirements: - CRX 1.7 - Dead body collision Screenshots: to illustrate the available variants for CR01, 02, 03 and 05 Future plans: - different variants for CR01 and CR05 sp_feet / ro_feet - further tweaks to positioning Possible bugs and issues: - CR01 (Skyrim) cross may feature spikes with purple or invisible textures - let me know if that's the case, the intention was to replace the steel texture with a rusty one - various positioning issues - let me know if they occur immediately after the victim expires, or after a re-load - you need to delete the restraints (select the restraint in console, then disable; mark for delete) in order to re-use an already used cross Original credits, and thanks, to @Oakern, author of CRX Permissions: as per Oakern's terms Submitter SAC Submitted 12/10/2017 Category Modders Resources Requires CRX 1.7, Dead body collision